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Creating Environments

Environments remain part of the official workout-package concept.

Scope note: this page describes the deeper Godot-authored environment workflow, which should still be treated as an advanced controlled-pipeline path. The package contract now officially recognizes image_background, video_background, glb_environment, and splat via type + resourcePath, but splat remains the most controlled advanced lane.

Why environments stay

The current product slice keeps environments because they meaningfully shape the workout atmosphere without reopening the older package-asset customization model.

Locked v1 requirements

For public workout publishing in v1:

  • every set must have an environment layer
  • the minimum acceptable environment is a static 2D background image
  • higher-fidelity video and 3D/GLB environments are optional upgrades
  • every package still needs a separate thumbnail / cover-art asset; the environment does not replace cover art

Current authoring guidance

  • prefer clean, lightweight authored backgrounds or GLB environments for the default creator path
  • treat splat as a controlled advanced option, not the baseline recommendation
  • if a splat package is used, prefer .compressed.ply as the official recommended AeroBeat payload while keeping .ply, .splat, and .sog as GDGS compatibility paths
  • optimize for readability first, spectacle second
  • keep runtime assumptions conservative for the PC-first community target
  • avoid teaching loose godot_scene as the default community handoff

AeroBeat default-environment workflow note

To lower creator burden, the intended creator-tool workflow is that AeroBeat may provide a curated set of default environments.

If a creator selects one of those defaults, the tool should copy the needed environment asset payload into the exported package before validation/zip/export. Public packages should not depend on a hidden editor-only reference to a shared environment library.

Product note

If you are looking for customization beyond environments, the likely future direction is controlled avatar/cosmetics unlocks rather than package-local gameplay asset bundles.

Controlled advanced splat note

If you ship a splat environment record, keep the docs and package behavior honest:

  • the final exported workout should still copy the chosen splat payload into the package so playback stays self-contained
  • .compressed.ply is the official recommended AeroBeat splat payload when authors have a choice
  • .ply, .splat, and .sog remain compatibility-supported through GDGS
  • the current validated runtime path is desktop-focused and depends on Godot Forward Plus plus compute-capable GPU support
  • this is not yet the broad creator-friendly cross-device path; it is the advanced lane validated through the environment-community/tool/vendor stack